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Old 06-23-2007, 09:36 AM   #1
Joe999
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Join Date: Apr 2007
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Default Controller Configuration

i have started making a configuration for flying vehicles using the xbox360 controller on the pc. if someone wants to try out, here it is:

Code:
/* ====================== */
/* xbox360 controller */
/* ====================== */
// ----------------
// d-pad:
// ----------------
// up: enter vehicle/switch seats
bind "joy1_DPAD_UP" "_activate" "" "vehicle"
bind "joy1_DPAD_UP" "_usevehicle" "" "default"
// down: leave vehicle/parachute
bind "joy1_DPAD_DOWN" "_usevehicle" "" "vehicle"
bind "joy1_DPAD_DOWN" "_activate" "" "default"
// left: select rockets
bind "joy1_DPAD_LEFT" "_weapon1" "" "vehicle"
// right: select LAW etc
bind "joy1_DPAD_RIGHT" "_weapon2" "" "vehicle"
// ----------------
// buttons:
// ----------------
// right analog trigger: thrust forward
bind "joy1_RIGHT_TRIGGER" "_sprint" "" "vehicle"
// top right button: thrust backwards
bind "joy1_6" "_speed" "" "vehicle"
// left analog trigger: fire weapon
bind "joy1_LEFT_TRIGGER" "_attack" "" "vehicle"
// top left button: switch weapon
bind "joy1_5" "_weapnext" "" "vehicle"
// A button: fire decoy
bind "joy1_1" "_weapon0" "" "vehicle"
// B button: select rockets
bind "joy1_2" "_weapon2" "" "vehicle"
// X: vehicle camera
bind "joy1_3" "_vehiclecamera" "" "vehicle"
// Y button: select missile
bind "joy1_4" "_weapon1" "" "vehicle"
just put the above into your autoexec.cfg file.

feel free to extend it and share what you've created

Last edited by Joe999 : 06-23-2007 at 09:39 AM.
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Old 06-23-2007, 10:03 AM   #2
Rawrness
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Does this work with a stick Joystick too? Or is it possible to modify it to work with one?
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Old 06-23-2007, 10:11 AM   #3
Joe999
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don't know how mine works with a single stick, but it's definitely possible to modify the binding script that it works with yours

you can also use the controls settings menu to configure your stick
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Old 06-23-2007, 03:41 PM   #4
Rawrness
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Quote:
Originally Posted by Joe999 View Post
you can also use the controls settings menu to configure your stick
Problem is...I can't, there isn't any option for the Joystick there and attempting to bind keys to it doesn't work either, but the Joystick works perfect in other games. Is there any secret setting to enable the Joystick?
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Old 06-23-2007, 05:44 PM   #5
FeaRog
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You can indeed configure other controllers & joysticks for the game, however as it is not yet exposed to the menu it is quite tricky. For those of you who already have a good understanding of using the console to set variables and bind controls though it shouldn't be too hard.

We support very flexible & powerful analog controller input, supporting up to four joysticks that can all be mapped to different controls/axes. For example, I once took a wheel & pedal setup and put just the pedals underneath my desk, and a joystick on either side of my keyboard - I set it up so the pedals give me Anansi yaw control, and the sticks controlling the other axes. All sorts of funky things like that are possible

Without further ado, here is a guide I wrote some time ago on the topic:

Code:
                       CONTROLLER INPUT GUIDE

 Each controller device has a unique ID value identifying it.
 Use the "listControllers" command to display a list of currently
 connected controllers and their unique IDs. There are 4 joystick
 slots available for binding, and you set the controller associated
 with each using the cvars in_joy1_device through in_joy4_device.

 

 BUTTON BINDING

 The buttons of a controller are bound as follows:

 bind joy<number>_<button> [command]

 where <number> is the slot number for the controller, and <button>
 is between 1 & 32, or one of the following:

 DPAD_UP
 DPAD_DOWN
 DPAD_LEFT
 DPAD_RIGHT
 LEFT_TRIGGER
 RIGHT_TRIGGER

 eg: You want to bind the right trigger of the first joystick

     bind JOY1_RIGHT_TRIGGER _attack


 AXIS ASSIGNMENT AND ADJUSTMENT

 There are several different input modes, at the moment these are
 player, car, heli, and hovertank. Each input mode has a number of
 axes defined - each is fully configurable. The parameters to tune
 are:

 joy       - Joystick number (1-4) used to control this axis
 axis      - The axis of the controller that provides the input (0-7)
             Note that the axis numbers vary between different
             devices.
 invert    - Reverses the axis
 deadZone  - The threshold of controller input. Eg, if dead zone is
             0.2, you have to move your controller past the 20% point
             before it starts to affect the game
 offset    - The value of the controller when it first passes the
             dead zone. Eg 0.2 deadzone with 0.1 offset: When the
             controller is at 20% the input value will be 0.1 (10%),
             and will increase from there
 power     - The input value is raised to the power of this number,
             to allow acceleration. By default, the player input uses
             a power of 4 for aiming, providing the ability to finely
             aim using small inputs, but turn fast by moving the
             stick to its limits. One gives a linear response.
 speed     - The scale factor used once the other calculations are
             complete. The maximum value the other calculations will
             reach is 1.0, so the speed is equal to the maximum value
             that is fed into the game.

 The CVars used to control these settings are of the form:

 in_<mode>_<axis>_<parameter>
 eg: in_player_yaw_axis
Unfortunately there is no standard for which button is where on your controller. Each manufacturer sets up their drivers differently, and there is even a lot of variance between different devices from the same manufacturer - for example I have two joysticks on my desks both from the same manufacturer, both in the same series of models, and they have entirely different axis & button numbering schemes. At present to determine which button is which is to use the Game Controllers section of the Control Panel - you can press each button in turn and note down the button number it corresponds to. At the moment you will have to use trial-and-error to figure out which axis is which. Note that this process doesn't take that long really.

A quick tutorial of me setting up a controller:
  • Plug joystick in, and fire up ETQW
  • Bring down the console, type listControllers
  • This should give you an entry something like "302105: Logitech Attack 3" (this is the joystick I'm using for this example). The number is the ID number of the controller.
  • Set this up to be joy1 by typing the following: in_joy1_device "302105" (of course, substituing the relevant ID for your controller)
  • Assuming you want to set this up to be helicopter yaw, enter the following:
    in_heli_yaw_joy 1 -> this tells the input that for heli yaw it needs to look at joystick number 1 (which you previously configured to be your joystick)
    in_heli_yaw_axis 0 -> this tells the input to look at axis number zero of the joystick


Then test it out. You will almost definitely need to use trial-and-error to figure out which axis number you should be using to map to the stick twist. All you need to do is set in_heli_yaw_axis to different numbers until you discover the right one. Odds are this may be reversed - you can flip this by using in_heli_yaw_invert. Once you've got that right you can then tweak the other values for the axis. The main ones of interest will be deadZone and speed, most likely - speed is basically sensitivity, and deadZone is how much you have to move the stick before the game will start responding. By increasing power you can make it so that the further you move the stick from the center the faster it will respond.

Binding is much simpler, eg:
bind "JOY1_1" "_attack"

This will set up button number one on your joystick to shoot. Most joysticks these days have the main trigger as button one, and the secondary trigger (often a thumb trigger) as button two - but these can vary wildly from manufacturer to manufacturer.

I generally set mine up in windowed mode, configuring it & tweaking it in a .cfg file so that my settings are all saved and easy to read & retrieve.

Note that the console has tab completion, so you can type things like in_heli_<TAB> and it'll list the cvars you can tweak.

I hope this helps!
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Old 06-23-2007, 06:06 PM   #6
Pyroclastic
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Thats awesome thanx heaps, just going through the motions now of setting it up, will let you know how i go.
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Old 06-24-2007, 06:41 AM   #7
Amuro
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the in_heli commands don't seem to work with the hovercraft.
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Old 06-24-2007, 01:00 PM   #8
Rawrness
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A lot of good information in the guide, but I'm afraid it still isn't working. The strange thing is that my joystick is able to move the mouse cursor in the menus and such.

Edit:
To provide some more information to the developers in case the problem isn't that common:
Saitek X45 Joystick (and throttle)
Windows Vista 32 bit
And it's using the drivers provided by Vista, Joystick works perfectly in Flight Simulator X and the calibration tool in Windows but only the buttons work in ET:QW.

Last edited by Rawrness : 06-24-2007 at 05:20 PM.
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Old 06-24-2007, 03:08 PM   #9
Amuro
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Quote:
Originally Posted by Rawrness View Post
A lot of good information in the guide, but I'm afraid it still isn't working. The strange thing is that my joystick is able to move the mouse cursor in the menus and such.
Same here. I was able to bind the buttons but not the axes.
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Old 06-24-2007, 04:16 PM   #10
TTK-Bandit
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no success here either.
in menu it works, slow though. but in the world, no matter what axis I set, it does not change anything.
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Old 06-24-2007, 05:16 PM   #11
ToonarmY
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I have the logitech extreme 3d pro. I would like to fly the tormentor with it, although i do not think i have the patience to write all those commands in console. If any1 has already dont it id much appreciate it if they posted the binds they used here and i could just copy them over. At this stage in the game i find it pretty stupid that there is no joystick configuration
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Old 06-25-2007, 06:44 AM   #12
DragonTHC
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DITTO, buttons work, Axes don't
what gives?

using original xbox controller w/ xbcd 1.07
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Old 06-26-2007, 03:16 AM   #13
DragonTHC
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how about a bump!
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Old 06-26-2007, 06:32 AM   #14
dommafia
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I also have a logitech extreme 3d pro and would like to be able to fly the tormentor with it, FeaRog enlighten us

edit: hmm i have the joystick moving the flyer left and right and up and down. Now i just have to figure out how to assign the throttle

Ok now another problem, why does setting up the heli give the joystick control of the player movements too? i hope this is a bug. I thought vehicle control setup would not affect player control too...

Last edited by dommafia : 06-26-2007 at 07:13 AM.
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Old 06-26-2007, 08:42 AM   #15
FartLUMP
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I have had some success, but i am having similar problems too. I managed to get the twist action of my stick set to the yaw (or rudder) as i want and i have set my throttle to gain and lower my altitude as I want. but i cannot at all seem to get my pitch and roll axis set. THIS IS EXTREMELY FRUSTRATING!!
I am using a microsoft force feedback 2 which the console picked up straight away. I have made a stop gap solution for the time being using joytokey and using it to mimic the mouse for pitch and roll, but it wont let me adjust the speed of which they work. (if i pull back it will pull back at one speed, pulling back slightly will go at the same speed as if i had pulled back hard)
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Old 06-26-2007, 09:35 AM   #16
Rawrness
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As it seems the developers want all bugs/feedback in the Fileplanet forum I posted a thread there linking to this thread, but it went off page 1 within an hour and could use a bump here.
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Old 06-26-2007, 11:05 AM   #17
Xerstau
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Here's a very basic config that I've just set up. The in_player, car and tank lines are to stop the joystick from working when I'm not in the flyer. Remember to use listControllers to find your joystick ID and use that instead of what I've used in "in_joy1_device". The axes may be messed up for you, but trial and error can fix that easily enough. Next task for me is to get the deadzones and power nice.

Code:
in_joy1_device "449029"
in_player_side_joy "0"
in_player_forward_joy "0"
in_player_yaw_joy "0"
in_player_pitch_joy "0"
in_car_side_joy "0"
in_car_forward_joy "0"
in_car_yaw_joy "0"
in_car_pitch_joy "0"
in_hovertank_side_joy "0"
in_hovertank_forward_joy "0"
in_hovertank_yaw_joy "0"
in_hovertank_pitch_joy "0"
in_heli_side_joy "1"
in_heli_forward_joy "1"
in_heli_yaw_joy "1"
in_heli_pitch_joy "1"
in_heli_throttle_axis "3"
in_heli_forward_axis "0"
in_heli_side_axis "2"
in_heli_yaw_axis "1"
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Old 06-26-2007, 02:51 PM   #18
DragonTHC
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I think only those who have the logitech or MS joysticks seem to have it working. The rest of us have no axes.

I tried mapping all axes 0-7 to my player movement, to no avail. Axes do not work for my controller.

xbox controller s, xbcd 1.07
# 300866
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Old 06-26-2007, 02:52 PM   #19
camper1
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Use Joy2Key as well, really good tool.
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Old 06-26-2007, 07:13 PM   #20
Hakuryu
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For some reason my Logitech Dual Action (kind of like the PS2 controller) axis's are reversed (not inverted). Pushing left makes me go forward, right makes me go back, forward makes me turn left and backward makes me turn right.

Seems we need a in_heli_switch_axis command or something.
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Old 06-26-2007, 10:26 PM   #21
TTK-Bandit
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having a logitech wingman extreme digital here, using microsofts "logitech wingman extreme" drivers.
the joystick works, as I can see the movement in the menu, but ingame does not work.
any ideas besides an emulator ?
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Old 06-27-2007, 03:47 PM   #22
FartLUMP
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i still cannot map my stick axis except for throttle and twist only, they are axis 0 and 1 will be picked up by QW but any other axis are not picked up. switched every cvar to every access to test. every command i assign to 0 and 1 axis work fine. wondering if QW is having trouble picking up joystick configs properly. there is nothing wrong with my stick, works fine with other games for years
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Old 06-27-2007, 06:12 PM   #23
DragonTHC
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maybe they didn't implement the joystick code fully into the public beta
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Old 06-27-2007, 07:42 PM   #24
FeaRog
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Keep in mind that this is an unsupported system at the moment, as we are focusing on getting everything else right first. As such it is possible that there are currently bugs for some joysticks etc.
If you're having trouble getting it working then sit tight for now.
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Old 06-27-2007, 08:42 PM   #25
DragonTHC
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Quote:
Originally Posted by FeaRog View Post
Keep in mind that this is an unsupported system at the moment, as we are focusing on getting everything else right first. As such it is possible that there are currently bugs for some joysticks etc.
If you're having trouble getting it working then sit tight for now.
of course we know it's not supported. that's not going to stop us from whining about it
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